mirror of
https://github.com/ZDoom/qzdoom.git
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445bc148b7
SVN r4157 (trunk)
102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Sprite animation.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_PSPR_H__
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#define __P_PSPR_H__
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// Basic data types.
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// Needs fixed point, and BAM angles.
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#include "tables.h"
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#include "thingdef/thingdef.h"
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#define WEAPONBOTTOM 128*FRACUNIT
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// [RH] +0x6000 helps it meet the screen bottom
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// at higher resolutions while still being in
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// the right spot at 320x200.
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#define WEAPONTOP (32*FRACUNIT+0x6000)
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//
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// Overlay psprites are scaled shapes
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// drawn directly on the view screen,
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// coordinates are given for a 320*200 view screen.
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//
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typedef enum
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{
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ps_weapon,
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ps_flash,
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ps_targetcenter,
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ps_targetleft,
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ps_targetright,
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NUMPSPRITES
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} psprnum_t;
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/*
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inline FArchive &operator<< (FArchive &arc, psprnum_t &i)
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{
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BYTE val = (BYTE)i;
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arc << val;
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i = (psprnum_t)val;
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return arc;
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}
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*/
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struct pspdef_t
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{
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FState* state; // a NULL state means not active
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int tics;
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fixed_t sx;
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fixed_t sy;
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int sprite;
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int frame;
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bool processPending; // true: waiting for periodic processing on this tick
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};
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class FArchive;
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FArchive &operator<< (FArchive &, pspdef_t &);
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class player_t;
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class AActor;
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struct FState;
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void P_NewPspriteTick();
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void P_SetPsprite (player_t *player, int position, FState *state, bool nofunction=false);
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void P_CalcSwing (player_t *player);
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void P_BringUpWeapon (player_t *player);
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void P_FireWeapon (player_t *player);
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void P_DropWeapon (player_t *player);
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void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y);
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angle_t P_BulletSlope (AActor *mo, AActor **pLineTarget = NULL);
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void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch);
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void DoReadyWeapon(AActor * self);
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void DoReadyWeaponToBob(AActor * self);
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void DoReadyWeaponToFire(AActor * self, bool primary = true, bool secondary = true);
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void DoReadyWeaponToSwitch(AActor * self, bool switchable = true);
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DECLARE_ACTION(A_Raise)
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void A_ReFire(AActor *self, FState *state = NULL);
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#endif // __P_PSPR_H__
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